Items - Equipment
Updated a day agoReworks
Executive Card
"Gain 40% cash back on a targeted purchase. Multishops will remain open."
- Now must be activated manually on a targeted interactable (has a new icon similar to other targeted equipment).
- Now has a 30s cooldown.
- Gold refund increased from 10% to 40%.
Comments:
Alright, hear me out. Executive Card is really really strong, but... it's boring to use. While making it manual will definitely make it weaker, but will hopefully make it more enjoyable and open up more conventional standard equipment synergies (i.e. equipment cooldown reduction). Manual activation also has the side benefit of not accidentally depleting a multishop when it's swapped via Retool or is on cooldown from a different equipment. Overall, this version of Executive Card is a lot more deliberate, which is always a good thing in an equipment.
Buffs
Eccentric Vase
- You are now invulnerable while in transit.
- Cooldown reduced from 45s to 30s.
- Quantum tunnel duration reduced from 30s to 20s.
Comments:
Taking damage while using Eccentric Vase just feels cheap. This will remove that frustration and hopefully open up the new possibility of using it to escape from dangerous situations. It also now has a shorter cooldown and duration to hopefully make it more available for general traversal.
Molotov (6-pack)
- Cooldown reduced from 45s to 30s.
Comments:
Molotov isn't bad per se, but it's really inconsistent and can be troublesome to get value out of. Rather than strictly making it more powerful, I will instead give the player more opportunities to use it by reducing its cooldown.
Ocular HUD
"All attacks are Critical Strikes for 8 seconds. Critical Strike Chance is converted into Critical Strike Damage."
- Crit chance over 100% is now converted into critical strike damage while the equipment is active.
Comments:
Ocular HUD has the issue of falling off once you get enough items that boost your crit chance. Now it provides a synergy for high crit builds as well.
Preon Accumulator
- Preon tendril damage reduced from 400% to 300%, but fire rate increased from 3x to 4x per second. This means that the tendrils no longer proc bands but have the same overall dps.
- Cooldown reduced from 140s to 120s.
Comments:
A tiny change that allows for a powerful combo, along with a cooldown reduction to help it not be as punishing if you miss.
Radar Scanner
- Interactable reveal duration increased from 10s to 20s.
- Chests now use the old icon once again (this is the real buff fr fr).
Comments:
Idk what else to do that would both (a) be balanced, and (b) still remain true to the item concept. At least when you want to use it to reveal stuff it actually stays revealed for a pretty long time now.
Super Massive Leech
- Now calculates healing amount based on actual damage dealt rather than the initial hit.
- This means that it now takes damage bonuses such as Focus Crystals and Crowbars into account, and can also benefit from critical strikes.
Comments:
This greatly helps Super Massive Leech remain valuable in the mid to late game, as otherwise the actual damage you deal is surprisingly not that high. Inspired by Risky_Lives' RiskyMod.
The Backup
- Strike Drones now use ambient scaling like most allies.
- Strike Drone bullet damage increased from 50% to 80%.
- Strike Drone bullet spread reduced by 80%.
Comments:
The Backup has a lack of scaling due to not using the ambient level like it should, and it could also afford to do more damage for having such a long cooldown. These buffs also apply to Gunner Drones, but it's not like those are particularly strong either. These changes are mostly placeholders until I figure out how Alloyed Collective changes stuff.
Volcanic Egg
- Fireball movement speed and acceleration increased (about 15-20% faster).
- Can hit the same enemy multiple times within the same equipment use, but no longer resets duration on hit.
- Impact damage increased from 500% to 600%.
- Ending explosion damage increased from 800% to 1200% and now ignites hit foes.
- Ending explosion radius increased from 8m to 12m.
Comments:
Wow, ever heard of the novelty of actually letting you hit the same enemy repeatedly? This simple change alone makes the item so much more enjoyable, but I decided to also give it better mobility and damage as well as it has always felt pretty weak to me.
Nerfs
Royal Capacitor
- Lightning damage reduced from 3000% to 2500%.
Comments:
Royal Capacitor has a really short cooldown for how much damage it does. I think it's a bit overtuned, so its damage is being reduced slightly.
Tweaks
Jade Elephant
- Duration increased from 5s to 7s.
- Armor gain reduced from 500 to 400.
Comments:
Jade Elephant's duration is just too short for something that you have to preemptively activate for a purely defensive benefit. In exchange for having this extended duration, it gives very slightly less damage reduction (going from 83.3% to 80%).
Milky Chrysalis
- Descent speed after effect expires massively increased (5m/s->20m/s).
- Airdash cooldown increased from 0.5 seconds to 1 second, but speed multiplier increased from 3x to 5x.
Comments:
Milky Chrysalis' biggest downside is that it leaves you extremely vulnerable once the effect ends, a quality that often makes the equipment unfun to use. In addition, the airdash is more interesting when used deliberately rather than being spammed as a pseudo-sprint.
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